Recruiting to refill a party for "Slumbering Tsar" Pathfinder-Rules PBP


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Regular posting requested. Strong characterization is the norm.

Right now, we have four characters:
Artimus, 7th Level Paladin
Montegue, 7th Level Monk
Durnast, 7th Level Wizard with Camomile, his pseudo-dragon familiar
Alia, 7th Level Ranger, with Swiftpaws, her wolf companion

We'd be up for two or three more characters. ("Slumbering Tsar" is a dangerous adventure, and a party of six or seven PCs wouldn't overpower the scenario.)


Any more details on the campaign ?

I'd like to fill the healer slot ... do you have alot of undead in the campaign.

I've been thinking about an Undead Bane Cleric of Sarenrae.
Mostly focused on healing and such, but when undead are in play ... channels galore :)

-TDL


I was in Dr. Dark's Rappan Athuk campaign. It would be really cool if I could participate in the sequel adventure to Rappan. What information do you require from us?


I'd also be interested, especially in a campaign at this level. Maybe a halfling sorceror type, if accepted.


I'm interrested as well. Probably an arcane trickster.

Dark Archive

I was in Dr. Dark's Rappan Athuk as well. I have a Litorian crusader, but I can change it back to paladin. Or I can create whole new character. Whatever it takes.

Edit: I can post two or even 3 times per day on most days. I work from home.

The Exchange RPG Superstar 2010 Top 16

TDLofCC wrote:

Any more details on the campaign ?

I'd like to fill the healer slot ... do you have alot of undead in the campaign.

I've been thinking about an Undead Bane Cleric of Sarenrae.
Mostly focused on healing and such, but when undead are in play ... channels galore :)

Thanks for your interest!

Though we're using the Pathfinder rules system, this campaign is set in Necromancer Games' world of Rappan Athuk. So, no Sarenrae.

Background to the Campaign

Spoiler:

The northern wall of Bard’s Gate looks out over a vast river valley disappearing into purple hills in the hazy distance. The mighty gates fixed in that wall rarely open anymore. On the few occasions when the north gates do open to allow entrance to the occasional merchant caravan or especially daring traveler, they reveal a wide road, paved with great stone flags forming a smooth and level traveling surface striking due north for the hills. However, closer inspection reveals signs of a lack of maintenance, and after a few miles the road deteriorates into little more than a wide dirt track, overgrown with weeds and with only the occasional paving stone visible in the hard soil. It obviously sees little travel and even less care. Few from Bard’s Gate ever gaze out upon that hazy vista or care to think about what lies beyond those distant highlands. Fewer still are brave or foolish enough to make a journey in that direction. Bard’s Gate relies on its commerce from other roads in other directions and pays no mind to the north, for to the north, beyond the distant purple hills and across many leagues, lies the reminder of one of the most tragic moments in the history of the civilized kingdoms. To those who even care to remember, the north gate leads only to bad memories or mournful legend. To the rest it leads to where only madmen would dare to go — the ruined city of Tsar and the great Desolation that surrounds it.

Tsar, the great temple-city to the Demon Prince of the Undead, stood for centuries as a bastion of evil and hate. Foul beings of all kinds flocked to its mighty walls and found succor and purpose within. At Tsar’s center stood the great Citadel of Orcus, the black heart of the Demon Prince’s worship on earth. Countless evils were perpetuated in those corrupt precincts, and equally countless wicked plots were hatched and carried out therein.

A crusader army, raised from all nations and almost every non-evil faith, known as the Army of Light, marched for Tsar. After many quick initial victories, however, the Army of Light suddenly found itself facing seemingly endless legions of every sort of vile warrior-race and fell outsider. Horrible beings had been called up from all over the multiverse, and they lined the battlements and fields before their citadel — one of the greatest fortresses ever erected in that time. Doubt seeped into the ranks of the Army of Light.

However, the heavens opened up and flight upon flight of celestial beings descended to swell the ranks of the Army of Light. With grim determination in both camps, battle was joined on the plain before the gates of Tsar.

After a time, the evil stronghold fell. In a single night the entire city virtually emptied of defenders as they all were magically transported to a point several miles outside the city’s walls, complete with baggage train and mounts for many. The army commander left one of his most powerful company of knights to secure the citadel and hold it. Then, still with a small seed of doubt in his mind, Zelkor ordered the Army of Light in pursuit of the fleeing legions.

The tale of that long pursuit is an epic in itself. Finally the Army of Light cornered the forces of darkness in a forest near a rugged coastline. The Army commanders named the woods the Forest of Hope. The name proved to be a cruel irony, for in this forest the followers of Orcus had prepared a great trap. Both armies disappeared into the forest. Neither ever emerged. The Army of Light was lost.

Some said the loss of so many was worth it for the eradication of the foul cult of Orcus. Others said the war itself had been a scheme concocted by the demon prince all along to destroy his most powerful enemies and sow hate and dissension. Years later when a terrible graveyard and thriving dungeon complex devoted to Orcus was discovered in the Forest of Hope, popular opinion agreed with the latter theory. It seemed Orcus had not been eradicated after all — merely relocated, and once again his insidious evil began to spread throughout the lands.

For the past century some attention has been turned to delving into the so-called Dungeon of Graves and rooting out the evil now entrenched there. However, what remained of the Tsar was a vast ruin, including many miles of surrounding wasteland, poisoned and scarred by the battling armies. It was all but forgotten — a bad memory, an eyesore, and a wilderness home for strange and fearsome beasts, known as the Desolation.

While the rest of the world looked southwards for the future, some few remembered the distant exotic markets of the far north. Those brave or foolish enough to try reopened the trade road that passed through the Desolation to once again reach the rich northern lands. Those that survived such treks and were able to trade the rare items they brought back made fortunes, but most who attempted the dangerous passage died — lost to the hazards of the Desolation.

Eventually a settlement of cutthroats and profiteers sprang up on the southern fringe of the Desolation. This ramshackle cluster of dwellings, known simply as the Camp, serves as a staging ground for travelers, a place to hire mercenary guards or fast mounts. Likewise it serves as a point of relative safety for those few who make it through from the north, often with denizens of the Desolation in hot pursuit. There is little to this unruly, fringe settlement, and many would-be adventurers meet their fates on its dirty streets without ever the journey out to the Desolation. Regardless, it ekes out an existence as a stopping point for those few travelers who dare the run.

These days, no one but miscreants and fortuneseekers pay much attention to the Camp and then only so they can pass through the Desolation as quickly and safely as possible. The temple-city’s ruins are universally avoided and little thought of. Why would anyone wish to go to almost certain death? What could still exist in the unknown holes and broken towers of Orcus’s greatest earthly bastion? What could lie undisturbed, awaiting some possibly preordained time to awaken in the ruins of slumbering Tsar?

So, undead are likely. A healer might not be a bad idea.

JZ, niteflyer, tell me about your PCs from Rappan Athunk. Gerard, ravn, I imagine either of those concepts would work, generally speaking. The campaign is going to focus on wilderness exploration for a while, and then wicked ruins. So, a character who can keep up in those environments would be ideal.


I would like to get in on this, my concept would be a half elf rogue/ sorcerer with a celestial bloodline.

If you are full up Chris, then just drop me in as a reserve.


I was a paladin in Rappan Athuk. This time around I'd like to participate as a rogue. I have a character named Vailkram who is drawn to exploring dungeons and such. He acts as a cold, humorless, utterly professional treasure hunter. But at heart he's a thrill-seeker, a gambler. Because there's far more wealth to be won in the streets of the great cities, more gold and gemstones to be stolen in the coffers of merchants and lords. Vailkram lives to experience and survive the most dangerous corners of the world.


Chris, this is Gerald's bare bones halfling sorceror character sheet. I haven't done anything with magic items or background, but that is the basic idea of what I would be running, if selected.

I can post at minimum 2 times a day, but most days a bit more than that. This would be my only higher level PbP game, as the other one has died.


*Holds up hand* Offering my services fer joining in the fray, like.

None to experienced with high level characters, so nothing ready to hand, as it were, but willing to throw my lot in and help out. :)

Cheers!


Chris Mortika wrote:

Background to the Campaign

** spoiler omitted **...

That was an awesome read :)

Thanks for that.

Chris Mortika wrote:
Though we're using the Pathfinder rules system, this campaign is set in Necromancer Games' world of Rappan Athuk. So, no Sarenrae.

No problem, I'll still go for the Cleric ... Undead bane is still something I want ;)

And just about every party needs healing ... So I'll fill that role nicely.

However, I have no knowledge of Necromancer Games' world of Rappan Athuk. Any links to resources ?

-TDL


Hi everyone,

If you want more information about Slumbering Tsar, especially the deities, there is a link to character hooks and deities here.

Otherwise, just go and read the Slumbering Tsar thread to get an idea of the mood and the difficulty of the encounters, we nearly got killed at the first one.

Llaelian, playing Alia in the PbP.

The Exchange RPG Superstar 2010 Top 16

TDLofCC wrote:


However, I have no knowledge of Necromancer Games' world of Rappan Athuk. Any links to resources ?
-TDL

The city folks are from is Bard's Gate; there's not much available that's free, but a PDF of the Bard's Gate supplement is available through Drive Thru RPG for about $20.

I can tell you the names of the commonly-worshipped gods in this region:
Baccus Master of the Revels, who is also Dionysus the Mad God
Boube the Wrathful God, the god of barbarians and volcanoes.
Dre'uain the Lame god of crafting and the forge
Gromm the Thunderer, the god who genuinely likes humans
Freya, goddess of the Hearth and Fertility
Hecate the Somber Lady, goddess of magic, particularly turned towards selfish ends
Hel, Patroness of Death, Lady of Pestilence. Jealous rival to Orcus.
Father Kamizen the god of streams and rivers
Mirkeer, She who Dwellsin Darkness, goddess of shadows
Mocavallo god of disguise and treachery
Muir, Lady of Virtue, Inspiration of Paladins
Ogham god of bards and song. He has a half-dozen servants and handmaidens, all of whom are worshipped as well.
Orcus Abyssal Master of the Dead and the Undead
Sefayreth god of commerce, trade, and coinage, one of the two gods of the city
Set the Black God of Evil and Night
Thursis the Slaughterer, the Charioteer, god of bloodshed in war
Thyr the Wizened King, god of laws and justice, one of the two gods of the city
Tsathogga the Pustulant, the frog god
Tybee, The Shy Lady goddess of Luck. Using her name is particularly unlucky.
Yenomesh god of glyphs and the written word
Zudastha the Wreathed Maiden, goddess of love

The closest deity to Sarenrae is likely to be Arden a local avatar of the god Ra, hymnsinger to the Sun.

RPG Superstar 2009 Top 16

I'm thinking maybe a druidess devoted to Freya. Hawk or wolf companion, almost a burgeoning future avatar of the goddess. I can have a character whipped up in a couple days. (have 2 finals tomorrow)

Her motivation could be to locate and destroy any source of taint in the land, leading her to adventure into the dark corners.


Hey here is a rough draft of Rasina

Spoiler:

Name: Rasina
Race: Half-Elf
Player: Eric Swanson
Classes: Rogue5 Sorcerer2
Hit Points: 40
Experience: 35000 / 51000
Alignment: Chaotic Good
Vision: Low-light
Speed: Walk 30 ft.
Languages: Common, Elven
Stat Score Mod
STR 11 (+0)
DEX 17 (+3)
CON 12 (+1)
INT 10 (+0)
WIS 12 (+1)
CHA 16 (+3)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 11 5.0 3 3
Appraise 5 2.0 0 3
Bluff 10 4.0 3 3
Climb 4 1.0 0 3
Craft (Untrained) 0 0.0 0 0
Diplomacy 7 1.0 3 3
Disable Device 13 5.0 3 5
Disguise 7 1.0 3 3
Escape Artist 8 2.0 3 3
Fly 3 0.0 3 0
Heal 1 0.0 1 0
Intimidate 3 0.0 3 0
Knowledge (Dungeoneering) 4 1.0 0 3
Knowledge (Local) 6 3.0 0 3
Perception 13 7.0 1 5
Perception (Trapfinding) 14 6.0 1 7
Perform (Sing) 9 3.0 3 3
Perform (Untrained) 3 0.0 3 0
Ride 3 0.0 3 0
Sense Motive 6 2.0 1 3
Sleight of Hand 9 3.0 3 3
Spellcraft 5 2.0 0 3
Stealth 16 7.0 3 6
Survival 1 0.0 1 0
Swim 0 0.0 0 0
Use Magic Device 8 2.0 3 3

-------------------------- Feats ---------------------------
Dodge
Your training and reflexes allow you to react swiftly to avoid an opponent's attack.

Improved Initiative
Your quick reflexes allow you to react quickly to danger.

Skill Focus (Stealth)
You are particularly adept at your chosen skill.

Two-Weapon Defense
You are skilled at defending yourself while fighting with two weapons.

Two-Weapon Fighting
CMB Output
Eschew Materials

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 14 / 14 / 11
Initiative: +7
BAB: +4
Melee tohit: +4
Ranged tohit: +7
Fortitude: +2
Reflex: +7
Will: +5
Unarmed attack:
to hit: +4
damage: 1d3
critical: 20/x2
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Total weight carried:
Current load: Light
Encumbrance
Light: 38
Medium: 76
Heavy: 115
--------------------------- Magic --------------------------

Sorcerer Spells

Level 0
Acid Splash (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V, S
SR: No Effect: You fire a small orb of acid at the target dealing 1d3 points of acid damage. Target: One missile of acid
Disrupt Undead (Necromancy)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V, S
SR: Yes Effect: You direct a ray of positive energy dealing 1d6 points of damage to Undead. Target: Ray
Ghost Sound (Illusion)
Saves: Will disbelief DC: 13 Casting: 1 standard action
Duration: 2 rounds [D] Range: Close (30 ft.) Components: V, S, M
SR: No Effect: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. Target: Illusory sounds
Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 20 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
Mage Hand (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: Concentration Range: Close (30 ft.) Components: V, S
SR: No Effect: You point your finger at an object and can lift it and move it at will from a distance. Target: One nonmagical, unattended object weighing up to 5 lbs.

Level 1
Protection from Evil (Abjuration)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: 2 minutes [D] Range: Touch Components: V, S, M/DF
SR: No; see text Effect: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. Target: Creature touched
Shocking Grasp (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes Effect: Your successful melee touch attack deals 2d6 points of electricity damage per caster level [maximum 5d6]. Target: Creature or object touched
------------------------ Description -----------------------
Height: 6' 4" Weight: 180 lbs. Gender: Female
Eyes: Violet Hair: Brown,Bowl cut Skin: Bronze
Dominant Hand: Right Quirks: Flashy,
Speech style: Indirect Quotable: Hello There!
Full Description

Background

Dark Archive

My character was originally Litorian paladin of Jazirian, called Num-Rah. He hailed from the world of Premal, but he found himself near Rappan Athuk alongside his companions. During his transition he was changed and he became crusader. This is his backstory:

Num-Rah:
DESCRIPTION

Num-Rah is a 6'8'' tall and 190 lbs heavy Whitemane Litorian. His broad back is straight as a spear and he carries
his heavy backpack and strange-looking great sword as lightly as feathers. Num-Rah's pelt and
mane are whiter than a fresh snow and eyes blue as waters of a mountain lake burn with quiet intensity.
Num-Rah speaks but rarely. When he does, his voice is deep and rich. In a sheet across his back rests a strange
sword, as large as a greatsword, but single-edged and with a handle made from carved bone of some large beast. By
his right arm there's another strange weapon. Similar to short sword in size, this is obviously a weapon made for
both chopping and stabbing, but with an inward-curved blade and wider end section of the blade. To his caravan
companions, Num-Rah seems as exotic and deadly as his weapons. When asked, he said that his people call them
"Direclaw" and "Smallclaw".

BACKGROUND

When asked about his homeland, Num-Rah speaks about the realm on a distant shore of White Sea, bound by ancient
glaciers but warmed by the breath of many volcanoes and hot springs. Many small tribes of Litorians live there, and
each tribe has a king. Above all of them is king of kings, who rules from the great castle high in the mountains.
All of those kings are destined to rule by the color of their pelt and mane. All of them are white as pure snow and
with eyes the color of glacier lakes. Chosen by the gods, Whitemanes - as they are called - are mostly paladins.
The females tend to be sorceresses. They are less hardy than common Litorians, but more charismatic (+2 Str, +2
Dex, +2 Cha instead of Con; favorite classes Paladin and Sorcerer). One of their sacred duty is to make blades for
the common Litorians, who are mostly hunters and shepherds and elders tend to be shamans. Whitemane bladesmiths
believe that the warrior soul is bound in his blade. All of the male Litorians upon reaching maturity receive
"smallclaw" - kukri-shaped short sword, which signifies their right to take wives and join the warprides - Litorian
equivalent of legions. One of the duties of the Whitemane kings is to make enough smallclaws for all of the male
Litorians, who receive those weapons from the hands of shamans. Whitemanes have a different ceremony of celebrating
adulthood: They make there own smallclaw, and then they go on a spirit quest in the lands of ice to find the spirit
which will live in their chosen blade, given to them by their father, the king of their tribe.
Num-Rah's spirit quest took him on the distant shore of White Sea, to the city of Palastan, but his dreams urge him
to go to the great stone den called Ptolus. But then, during his adventures, he found himself changed and transported to another world.

I can change it back to paladin if you accept him in your game. His stats were rolled on Invisible Castle. His character sheet can be seen in my profile.

The Exchange RPG Superstar 2010 Top 16

Two Notes
Note the First) I'm very sorry; I haven't posted the character creation guidelines. That would have been a good thing to start with, certainly before people started posting potential characters with stats.

These Character Creation Guidelines come from a fellow who called himself Artful Dodger on the boards. He fell away before he could get the campaign started, and I've taken over as GM in his place.

1. 7th Level PCs, from races and classes in the base Pathfinder RPG book. There's a new revision of the four classes from the "Advanced Players Guide" as of this past week. If you're interested in playing one of those classes, I'm fine with that.

2. 23,500 gold to spend on all equipment, magical and mundane (8000 gp limit for a single item).

3. 2 Traits per PC, only one of which may be a combat trait.

4. 20 point buy base for stats, from the chart on page 16 (modified per race and level advancement, of course).

5. Full hit points for first level, 1/2 hit points, round up, for each additional level. (Plus bonus hit points for high Constitution, plus any of those floating bonuses Pathfinder allows for favored class, which you decided to put into hit points rather than skill ranks.)

5a Reminder: From page 31: "Prestige classes can never be a favored class." Not even for half-elves with their Multitalented racial ability.

Note the Second) I'm encouraging the current players to weigh in on the selection, but one way or the other, I'll let people know by Monday evening.

Dark Archive

Okay, then. I'm interested in playing an Inquisitor, probably of Thyr or some elven god.


I have created a halfling rogue 3 / Wiz 3 / Shadow dancer 1.
I just hope he can handle things, if they are as rough as they sound. He really is more of an utility guy.

I can post a couple of times every day. I check the boards quite often.
My timezone is GMT +1, and in that time i'm available from around 5.30 pm untill 2 am, and an hour in the morning from 10 am to 11 am where i check the boards.

Nadeq Shuzar Qedan
Stats

Spoiler:

Str 12-2= 10
Dex 16+2 race + 1 lvl 4 +1 spell school = 20
Con 13
Int 14
Wis 10
Cha 10 + 2 = 12

AC 21, Touch 17, Flat-Footed 15
HP 39/39 (8+4+4+3+3+3+4+3 fav class + 7 con) Speed 20 ft Initiative +5
Base Attack +3 CMB +1 CMD 16
Fort +2, Ref +11, Will +4
Attack
Melee +9
Ranged +9

Armor
+2 leather armor

Skills
Acrobatics 15 7 rank + 3 class + 5 dex
Climb 7 4 rank + 3 class
escape artist 12 4 rank + 3 class + 5 dex
stealth 19 7 rank + 3 class + 5 dex + 4 race
perception 10 7 rank + 3 class
disable device 15 7 rank + 3 class + 5 dex
Sleight of hand 12 4 rank + 3 class + 5 dex
k. arcana 9 4 rank + 3 class + 2 Int
Perform dance 10 2 rank + 3 class + 5 dex
Bluff 9 4 rank + 3 class + 2 cha

Feats
Combat reflex,
dodge,
mobility,

Class feats
Scribe scroll
School: Transmutation, forbidden: Enchantment
Sneak attack 2d6
Trapfinding
Rogue talent: Finesse rogue
Evasion
Trap sense +1
Hide in plain sight

Background

Spoiler:

Nadeq was a petty thief, who robbed the occasionaly thomb or grave. One day he found the tomb of a long dead wizard who had belonged to the cult of Orcus. In this tomb he found two old leather inbound books. Intrigued by it he stuffed them in his back, along with whatever treasures there was in the tomb.
He started to read and study the books and qucikly realized that one of them was a spell book and the other the wizards journal wich mentioned some great secret still hidden in the old ruins. He was unable to decipher excactly what was hidden, but he understood that it was something important. Nadeq packed his things at once and set out for the Desolation and a what he thought would be a glorious future. After just a couple of days in the Desolation he had been near to death four times, and he decided to abondon his mission.

In the meantime he had passed of night time by studying the spell book and little by little he was able to analyze and identify the spells, and he realized that many of them would be really helpful. He returned from the Desolation and looked up Thangor, an old traveling companion who happened to be a wizard of some power and became his apprentice.
Due to his curious nature he was an excellent learner, and he quickly mastered some simple spells, but it altso had some less possitive aspects to it. His master had a chamber in wich there was a lot of small room, where he conducted different planar experiments. One day when his master had left the planar chamber unattended Nadeq snuck in, and climbed into one of the smaller rooms wich was tuned in to the shadow plane. In here he encountered a powerfull shadow that attacked him on sight, and since he wasn't wearing any protection against such creatures he was easy prey. That day his curiousity allmost costed him his life. Luckily for him though his master managed to safe him and bring help for his injuries, but something in Nadeq had changed. He was suddenly able to connect to natural shadows and blend into them, even if he was being watched.
His new ability has made him feel able to evade most dangers or authorities, wich often make him come off as cocky and over confident.

With his understanding of the arcane arts, and his newfound connection with shadows Nadeq has returned to the Desolation to find the secret of the cult of Orcus, and he now finds himself standing amongst the hastily built village called the Camp.

Took some minor liberties and made some assumptions about the background, but they are easily changed to fit the campaign. I have yet to read pbp thread itself.


Alright, here he is ... Richard Trannyth. Human Cleric of Thyr.

Here to discover what happened to the army of light so many years ago.

Stats:

Spoiler:

Name : Richard Trannyth
Race : Human
Class : Cleric
Level : 7
Favored Class : Cleric (+1 Skillpoint)
HP : 32 (8 + 4 + 4 + 4 + 4 + 4 + 4)
Alignment : Neutral Good

[Stats]
Str: 14 -> 14
Dex: 8 -> 8
Con: 10 -> 10
Int: 10 -> 10
Wis: 16 + 2(human bonus) (10) -> 18 +2 from headband -> 20
Cha: 15 + 1(level 4 bonus) (7) -> 16

[Traits]
Sacred Conduit
Sacred Touch

[Domains]
Healing Domain
Protection Domain

[Spells]
Orisons (4)
Level 1 (6+1)
Level 2 (4+1)
Level 3 (3+1)
Level 4 (2+1)

[Skills (2 + 1 + 1 = 4/lvl)]
Heal (+14)
Perception (+10)
Diplomacy (+12)
Sense Motive (+12)
Spellcraft (+4)
Knowledge(Religion) (+4)
Knowledge(Planes) (+4)
Knowledge(Local) (+1)

[Feats & Abilities]
Extra Channel (2 extra channels/day)
Selective Channeling (Choose 3 targets who are not affected by your channel energy)
Turn Undead (Undead flee for 1 minute - DC 10 + 1/2 level + Cha bonus)
Improved Channel (+2 bonus to resist channel energy effects)
Power Attack (-1 attack penalty / +2 damage bonus)
Channel Energy 4d6

[Gear (23,500gp starters gold)]
Heavy Steel Shield +1
Breastplate +1
Heavy Mace +1

Cloak of resistance +2
Headband of inspired wisdom +2

Ring of Sustenance
Ring of Protection +1
Amulet of Natural Armor +1

Handy Haversack

Silver Holy Symbol of Thyr
4 Flasks of Holy Water
Healers Kit

Money left: 1193gp

Background

Spoiler:

Richard was born to Jack, a priest of Thyr, and Joanna, a local herbalist. Unfortunately Richard only knows his mother from tales. Richard was born in a chapel, his mother had rushed here when she had terrible labor pains. His father was nowhere to be found, he was the in the woods, gathering herbs for his wife. The birth of Richard was not supposed to start for another week. It took powerful magics, chanting and prayers to Thyr to have Joanna and Richard survive the first few nights. Unfortunately his mother died when he was but five days old. Jack wanted to grieve for her but his son was not out of danger yet. He meditated and treated the child for another five more days before it seemed the young baby would survive. It would constant nurturing over the coming weeks, but Jack wanted nothing more than to have this child
survive. It was his only link to his beloved wife, the least he could
do was ensure his survival. Thyr smiled upon both, and the child, Richard, survived.

Jack took up clerk duties in the chapel devoted to Thyr, this way he could continue to serve his god and raise his son. When Richard was old enough he wanted to help others, just like his father had done. He had tremendous respect for him and wanted badly to follow in his footsteps.

He studied hard and devoted his life to Thyr. He learned of the blight that was the desolation, the awful wars that had raged there and ofcourse heard the stories of adventurers bravely risking their lives to bring back civilization to that desolated land.

Lately he had overheard his superiors in the chapel talk about perhaps sending a party of adventurers to the desolation. To infiltrate the unplumbed ruins and discover what sinister secrets may have been kept so well for so long.

Although he loves to help people from the local chapel, it would be wonderful to actually do something for the church, for Thyr himself. Rumor had it that there was a place called Camp. A place full of adventurers and travelers from and to the desolation. If it was as wild as he had heard it was, healing would be needed on a regular basis. He could do what he was best at, heal wounds and serve Thyr.

His father ofcourse didn't agree with him going, he was their best healer, but he could not deny the gleam in his sons eye. The feel and sense of adventure. He could not bare to lose his only son, but he could also not keep him here against his will.

And so ... a few weeks later Richard set out to Rappan Athuk ... Hoping to find a group of adventurers in need Thyr's guidance.

He traveled for a week and found himself in Camp ... It didn't take him long to find his healing skills to be in demand. But not the way he had intended. Unable to find a group of adventurers to take him along he set up a small chapel devoted to Thyr. Earning a few coins to heal the bruised and blackened eye or the cut of a dagger, both from scuffles on the street. Still, he frequented the local bars and taverns. Looking for Adventurers to take him along.

He had tried to find more information on the ruins, but most people were just here to prey on others. Or restock supplies as quickly as possible and be on their way.

Still, he had hope ... someday he would find a group of people willing to take him along. His day would come, he placed his faith in Thyr and went about his daily tasks just as he did home. His god would show him the way.


I'm going to pull out.

The Exchange RPG Superstar 2010 Top 16

Thanks for letting us know, JZ. If you're still looking, I hope you find a great game!


Ack, the competition is heavy for this spot!

Finished character: Rasina

Spoiler:

Name: Rasina
Race: Half-Elf
Player: Eric Swanson
Classes: Rogue5 Sorcerer2 (Celestial bloodline)
Hit Points: 37
Experience: 35000 / 51000
Alignment: Chaotic Good
Vision: Low-light
Speed: Walk 30 ft.
Languages: Common, Elven
Stat Score Mod
STR 11 (+0)
DEX 17 (+3)
CON 12 (+1)
INT 10 (+0)
WIS 12 (+1)
CHA 18 (+4)
-------------------------- Skills --------------------------
Skill Total Rnk Stat Msc
Acrobatics 16 5.0 3 8
Appraise 5 2.0 0 3
Bluff 11 4.0 4 3
Climb 4 1.0 0 3
Craft (Untrained) 0 0.0 0 0
Diplomacy 8 1.0 4 3
Disable Device 13 5.0 3 5
Disguise 8 1.0 4 3
Escape Artist 8 2.0 3 3
Fly 3 0.0 3 0
Heal 1 0.0 1 0
Intimidate 4 0.0 4 0
Knowledge (Dungeoneering) 4 1.0 0 3
Knowledge (Local) 6 3.0 0 3
Perception 13 7.0 1 5
Perception (Trapfinding) 14 6.0 1 7
Perform (Sing) 10 3.0 4 3
Perform (Untrained) 4 0.0 4 0
Ride 3 0.0 3 0
Sense Motive 6 2.0 1 3
Sleight of Hand 9 3.0 3 3
Spellcraft 5 2.0 0 3
Stealth 16 7.0 3 6
Survival 1 0.0 1 0
Swim 0 0.0 0 0
Use Magic Device 9 2.0 4 3

-------------------------- Feats ---------------------------
Dodge
Your training and reflexes allow you to react swiftly to avoid an opponent's attack.

Improved Initiative
Your quick reflexes allow you to react quickly to danger.

Skill Focus (Stealth)
You are particularly adept at your chosen skill.

Two-Weapon Defense
You are skilled at defending yourself while fighting with two weapons.

Two-Weapon Fighting
Armor Proficiency, Light
You are skilled at wearing light armor.

Simple Weapon Proficiency
Eschew Materials
-------------------- Special Abilities ---------------------

------------------------ Templates -------------------------

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 21 / 16 / 18
Initiative: +7
BAB: +4
Melee tohit: +4
Ranged tohit: +7
Fortitude: +4
Reflex: +9
Will: +7
Unarmed attack:
to hit: +4
damage: 1d3
critical: 20/x2
Masterwork Crossbow (Light):
to hit: +8
damage: 1d8
critical: 19-20/x2
range: 80 ft.
Masterwork Dagger (Punching):
to hit: +3
damage: 1d4
critical: 20/x3
Masterwork Rapier:
to hit: +3
damage: 1d6
critical: 18-20/x2
--------------------- Special Abilities --------------------

------------------------- Equipment ------------------------
Name QTY LBS
Boots of Elvenkind 1 1lbs
Cloak of Resistance +2 1 1lbs
Headband of Alluring Charisma +2 1 1lbs
Masterwork Dagger (Punching) 1 1lbs
Masterwork Rapier 1 2lbs
Mithral Shirt +1 1 10lbs Special: 30 hp/inch, hardness 15
Outfit (Explorer's) 1 8lbs
Ring of Protection +1 1 0lbs
Wand of Magic Weapon 1 0lbs
Bag of Holding (Type I) (15 lbs.)
Potion of Cure Serious Wounds 3 0lbs Special: Cures 3d8+5 damage
Potion of Neutralize Poison 1 0lbs Special: THIS POTION IS MISSING A DESCRIPTION
Potion of Shield of Faith +2 3 0lbs Special: Grants +2 deflection bonus for 1 minutes
Masterwork Crossbow (Light) (4 lbs.)
Total weight carried:
Current load: Light
Encumbrance
Light: 38
Medium: 76
Heavy: 115
--------------------------- Magic --------------------------

Sorcerer Spells

SPELLBOOKNAME0

Level 0
Acid Splash (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V, S
SR: No Effect: You fire a small orb of acid at the target dealing 1d3 points of acid damage. Target: One missile of acid
Disrupt Undead (Necromancy)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (30 ft.) Components: V, S
SR: Yes Effect: You direct a ray of positive energy dealing 1d6 points of damage to Undead. Target: Ray
Ghost Sound (Illusion)
Saves: Will disbelief DC: 14 Casting: 1 standard action
Duration: 2 rounds [D] Range: Close (30 ft.) Components: V, S, M
SR: No Effect: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. Target: Illusory sounds
Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 20 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
Mage Hand (Transmutation)
Saves: None DC: Casting: 1 standard action
Duration: Concentration Range: Close (30 ft.) Components: V, S
SR: No Effect: You point your finger at an object and can lift it and move it at will from a distance. Target: One nonmagical, unattended object weighing up to 5 lbs.

Level 1
Protection from Evil (Abjuration)
Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
Duration: 2 minutes [D] Range: Touch Components: V, S, M/DF
SR: No; see text Effect: This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. Target: Creature touched
Shocking Grasp (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes Effect: Your successful melee touch attack deals 2d6 points of electricity damage per caster level [maximum 5d6]. Target: Creature or object touched

------------------------ Description -----------------------
Height: 6' 4" Weight: 180 lbs. Gender: Female
Eyes: Violet Hair: Brown,Bowl cut Skin: Bronze
Dominant Hand: Right Quirks: Flashy,
Speech style: Indirect Quotable:
Full Description

Background: Since she has the celestial bloodline, she is being drawn to the site where the Army of Light fell, to discover the truth.


Everything done but background. Will put something together with the tenor of the group in mind if selected. Thanks.


Mikka so far working on background.


I've made an avatar for Nadeq. I just need his equipment and two traits and then he is done.


Eric Swanson wrote:

Ack, the competition is heavy for this spot!

Finished character: Rasina
** spoiler omitted **...

Hello, just realized I forgot the traits and also a background, will work on it today.


Eric Swanson wrote:
Eric Swanson wrote:

Ack, the competition is heavy for this spot!

Finished character: Rasina
** spoiler omitted **...

Hello, just realized I forgot the traits and also a background, will work on it today.

OK Background and traits selected:

Spoiler:

Rasina grew up in one of the southern cities, born of a union between a human male and an elven adventurer. He was a traveling minstrel, and his singing had the ability to charm the clothes off of an orc. At least that is what she was told regularly.

She traveled with them while growing up, and was loved and doted on by both parents. Somewhat unusually, both of her parents survived until he retired from traveling. Her mother returned to the elvish lands where she grew up, taking her father with her. She learned the rudiments of scouting from her mother, and also dueted with her father

Not long after her parents retired, she noticed her skin changing color. From her usual pale tone to a bronze shade. It started almost right after her mother returned to her lands. She also noticed her latent powers start manifesting themselves. Also she lost contact with her mother, so she didn't know what was happening.

Then the dreams started, dreams of a host of glowing beings burning white hot, and the suddenly going dark. She spent many hours researching this and discovered references to the Army of Light. She has traveled north to Bards Gate for further answers.

Traits:

Gifted Adept
Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level. Source: Second Darkness Player's Guide.

Elven Reflexes (Half-Elf)
One of your parents was a member of the Elven tribe of the Southern Expanse, and you’ve inherited a portion of your elven parent’s quick reflexes. You gain a +2 trait bonus on initiative checks. Source: Legacy of Fire Player's Guide.

The Exchange RPG Superstar 2010 Top 16

Eric Swanson wrote:

Ack, the competition is heavy for this spot!

It is, and we are flattered by the attention. I've received word from my players, and we'd like to thank Gerald, JZ, Nightflier, and Sunset for their kind attentions. I hope that you can find a terrific place to play your characters --it looks like you almost have a complete party there-- and good luck.

Would Eric (Rasina), Mark (Mikka), Ravn (Nadq) and TDLoCC (Richard) meet me at Camera Three.


Cheers m8 ... heading over now :)


Okeys, I'll just wait over here then. ^_^ *skips over to corner and makes self comfortable*

Be happy t' keep an eye out should any one be unlucky enough t' have t
drop out. ^_^

*Blinks*

(>.o)

Oi! Wait a minute! Whut character are ye talkin' about? I in't done one yet?


Is there still space? I would be keen to join another pbp :)

(Concept, human barbarian with a high respect for life but not for non-living things - meaning he'd rather break things than break people if possible in a fight.)

The Exchange RPG Superstar 2010 Top 16

LoreKeeper, I appreciate the interest, but right now we're a little over-full at 8 PCs (and three critter tagalongs).

The barbarian sounds like a great concept. Good luck finding an opportunity to play him.


Thanks - I'm still mulling it over in my head if it is even really viable; but I'll try to come together with something and find a campaign for him ;)

Good luck with the RPG Superstaring! :D

The Exchange RPG Superstar 2010 Top 16

LoreKeeper wrote:
Good luck with the RPG Superstaring! :D

Oh, thanks!

The Exchange RPG Superstar 2010 Top 16

LoreKeeper, are you still around?


He could take my spot ... I'm currently resigning ... Also posted this in the IC thread ...

-TDL


Oh great! :) So there is a slot open?

I'll whip up a character by the end of the day

RPG Superstar 2009 Top 16

We're now down a cleric in a truly deadly game if that matters to your character creation.


(LoreKeeper here)

Hi :D meet Veren Cailean - professional descendant and ascendant-to-be; I hope he's welcome in your party


Mark Thomas wrote:
We're now down a cleric in a truly deadly game if that matters to your character creation.

Ah, didn't see that before posting. Though it wouldn't have mattered (I avoid casters like the plague). Veren will simply have to swallow the pain and strive onwards regardless.


Updated flavors to Tsar campaign (Cailean turns to Baccus)


Yeah, if we don't get a cleric in this group, our chances of survival went way down...


Take heart, if your faith is strong and you truly follow the example set by your god, he or she will intercede on your behalf - more so than a mere cleric could.


Veren Baccus wrote:
Take heart, if your faith is strong and you truly follow the example set by your god, he or she will intercede on your behalf - more so than a mere cleric could.

I like your faith, man...


Pathfinder Lost Omens Subscriber
Veren Baccus wrote:
Take heart, if your faith is strong and you truly follow the example set by your god, he or she will intercede on your behalf - more so than a mere cleric could.

It's obvious you haven't been to the desolation yet...;-).


Grr. Stupid laptop. Stupid eaten post.

Welcome, Veren. As folks say, the campaign will be something of a greater challenge without a Pathfinder cleric's healing, but a strong arm and a hearty laugh are always welcome.

The spoiler is for LoreKeeper

Spoiler:
You and four friends -- another human swordsman, an elven princess with sorcerous abilities, a doughty dwarven ranger, and a centaur priest of Ra -- traveled from lands well to the south of Bard's Gate. You spent a little bit of time in the famed dungeons of Rappan Athuk, but there are several teams of explorers there, and when you heard about the Desolation, and the abandoned trasures lying about, you headed north.

There was a terrible windstorm, with the bleached boneshards ripping through your clothes and blinding you all. When the storm parted, you were separated from your allies, and wandering in the Desert.

You came upon this structure, and were looking about, when one of the cages dropped down over you, entrapping you in its 5' by 5' space. A counterweight dropped on the other side of the structure, and you were roughly yanked up 30 feet in the air, your magic items working intermittently.

That was three days ago. Now, you hear the sounds of a motley cast of characters below. Most of them are human, and they are led by an evil-looking hill giant.

RPG Superstar 2009 Top 16

I think that's the strong drink talking.


Spoiler? Do we play in this thread? Where should I be going?

Spoiler for GM:

Veren makes himself comfortable, unstoppers his keg of Baccusbrew and takes one or two big slugs, carefully spilling a swig on his face. Then begins singing a well-known, bawdy tune - in a manner suggesting that he's well more intoxicated than he is.

Bluff 1d20 + 9 ⇒ (3) + 9 = 12

...well I was slick and I was quick, and up the stairs I sped,
And much to my surprise I found the chandler's wife in bed;
And with her was another man of most gigantic size,
And they were having a (knock,knock,knock)
These are actually knocked physically, rather than sung right before my eyes -
and they were having a (knock,knock,knock) right before my eyes.

When the fun was over and done and the lady raised her head,
She was quite surprised to find me standing by the bed.
"If you will be discreet, my lad, if you would be so kind,
I'll let you come up for some (knock,knock,knock) whenever you feel inclined -
I'll let you come up for some (knock,knock,knock) whenever you feel inclined."

Intermittently Veren attempts to get a closer look at what is happening and who is approaching.

Perception 1d20 + 10 ⇒ (14) + 10 = 24

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